US20080129682A1 - 3-D Computer Input Device and Method - Google Patents
3-D Computer Input Device and Method Download PDFInfo
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- US20080129682A1 US20080129682A1 US11/564,882 US56488206A US2008129682A1 US 20080129682 A1 US20080129682 A1 US 20080129682A1 US 56488206 A US56488206 A US 56488206A US 2008129682 A1 US2008129682 A1 US 2008129682A1
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- G06F3/04815—Interaction with a metaphor-based environment or interaction object displayed as three-dimensional, e.g. changing the user viewpoint with respect to the environment or object
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0346—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0354—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 2D relative movements between the device, or an operating part thereof, and a plane or surface, e.g. 2D mice, trackballs, pens or pucks
- G06F3/03543—Mice or pucks
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0354—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 2D relative movements between the device, or an operating part thereof, and a plane or surface, e.g. 2D mice, trackballs, pens or pucks
- G06F3/03549—Trackballs
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0362—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 1D translations or rotations of an operating part of the device, e.g. scroll wheels, sliders, knobs, rollers or belts
Definitions
- the multidimensional input device U.S. Patent Application No. 20060250353, which was published in Nov. 9, 2006, is the most recent computer input device that provides positional information in three dimensions to the computer system. Said device is comprised of three sensors, where each sensor is comprised of two controls and each control has two different positions to press on.
- said multidimensional input device is used as a 3D computer mouse, the user has 12 different positions to choose from, evenly distributed in three groups on the left side, right side, and top side of the mouse, requiring the use of three fingers simultaneously at all times.
- the present invention solves the aforementioned disadvantages of the prior art utilizing 5 buttons instead of 12 buttons, using one finger instead of 3 fingers, which accordingly facilitates and speeds the user's input to the computer system.
- the arrangements of the five positions of the present invention matches the intuitive movement or rotation on/about the x, y, z-axis of the Cartesian coordinates system to eliminate any confusion between the user's finger moving or rotating on the present invention and the objects corresponding movement or rotation on the computer display.
- the present invention introduces a new method to utilize the spherical coordinate system, the polar coordinate system, the cylindrical coordinate system, and the Cartesian coordinate system to be used with the present invention in a simple and innovative manner.
- a 3-D computer input device can comprise a first button, a second button, a third button, a fourth button, a fifth button, and a chassis.
- Said five buttons, as seen in FIG. 1 are suitable for operation by finger and each one of them is capable of generating a signal when it is touched by the finger.
- the first button represents the positive direction of the x-axis
- the second button represents the negative direction of the x-axis
- the third button represents the positive direction of the y-axis
- the fourth button represents the negative direction of the y-axis
- the fifth button represents the positive and negative directions of the z-axis.
- the five buttons can be coupled to the chassis which is suitable for a user to grasp with one hand or put on in a finger ring.
- the 5 buttons are to be placed on the top of a computer input device to be accessible to the user's pointing finger.
- the 5 buttons are positioned to match their axial directions.
- the first, second, third, and fourth buttons are placed in a cross arrangement to represent respectively the x, ⁇ x, y, and ⁇ y directions of the Cartesian coordinate system, and the fifth button is to be placed in the center of the cross at the origin of the Cartesian coordinate system, where this arrangement matches the triple axis of the Cartesian coordinate system when seen from a top view directly above the origin.
- buttons In order to provide immediate input to the computer system to represent the six degrees of freedom, the user needs to press on two specific buttons in succeeding order. Each successive button-pressing for two different buttons represents a motion in a positive or negative direction along an axis, or represents a rotation ant- or clockwise about an axis. Accordingly, 12 different successive touches represent motion in six degrees of freedom. Moving the user's finger to press on any two buttons that are assigned to a specific degree of freedom logically matches the cursor or object movement or rotation on the computer display as will be described subsequently.
- the chassis can be a regular mouse such as optical mouse to be moved on a surface to provide immediate input to the computer system, where in such cases the 5 buttons can provide six degrees of freedom to move or rotate in three dimensions, and the surface mouse movement can provide the regular mouse input to be used in two dimensions where in such case the user has the option to move in two or three dimensions using one input device.
- a regular mouse such as optical mouse to be moved on a surface to provide immediate input to the computer system
- the 5 buttons can provide six degrees of freedom to move or rotate in three dimensions
- the surface mouse movement can provide the regular mouse input to be used in two dimensions where in such case the user has the option to move in two or three dimensions using one input device.
- the six degrees of freedom can be represented by a movement along the x, y, and z-axis and a rotation about the x, y, and z-axis.
- the first degree of freedom can be represented by a movement along the x-axis.
- the second degree of freedom can be represented by a movement along the y-axis.
- the third degree of freedom can be represented by a movement along the z-axis.
- the fourth degree of freedom can be represented by a rotation about the x-axis.
- the fifth degree of freedom can be represented by a rotation about the y-axis.
- the sixth degree of freedom can be represented by a rotation about the z-axis.
- the chassis can be integrated into a keyboard, a laptop computer, a joystick, a game controller, or any other computer input device.
- the chassis can be integrated into a finger ring where the user puts it on his/her pointing finger or middle finger and uses the thumb finger to operate the 3-D computer input device where in such cases a wireless 3-D input device is used to enable the user to move around while s/he is using the computer.
- the computer input device can further comprise a USB connector for providing the input control signals to a computer.
- the device can be comprised of user programmable buttons and an LCD screen.
- the five buttons can be five positions on a touch screen such as the iPhone touch screen, or five spots on a touchpad such as the laptop touchpad.
- FIG. 1 illustrates the arrangement of the five buttons of the computer input device in cross shape.
- FIG. 2 illustrates the assignment of each button of the five buttons where they match the position of the x, ⁇ x, y, and ⁇ y directions and the origin of the Cartesian coordinate system.
- FIG. 3 illustrates a perspective view for the three axes of the Cartesian coordinate system where it is clear that the top view of this figure is represented in the five buttons arrangement of FIG. 2
- FIG. 4 illustrates six different alternatives of pressing two successive buttons to move in a positive or negative direction along one of the three axes of the Cartesian coordinate system.
- FIG. 5 illustrates six different alternatives of pressing two succeeding buttons, or pressing the same button twice to rotate clockwise and anti-clockwise about one of the three axes of the Cartesian coordinate system.
- FIG. 6 illustrates an alternative for positioning and configuring the five buttons on the top of a mouse body, in accordance with an exemplary embodiment.
- FIG. 7 illustrates the height difference between the first, second, third, and fourth buttons and the fifth button to avoid hitting the fifth button when moving from the first to the second button, or when moving from the third to the fourth button.
- FIG. 8 illustrates the seven other statistically probable combinations with both single and multiple button alternatives.
- the present invention provides immediate three dimensional input to the computer system in a simple and intuitive way where the number of buttons, sensors, or the like is more minimal than the prior art. Beyond that, the invention is able to achieve important tasks that are hard to be achieved in the prior art as will be described subsequently.
- the present 3-D computer input device is comprised of five buttons, whereas the first button represents the positive direction of the x-axis, the second button represents the negative direction of the x-axis, the third button represents the positive direction of the y-axis, the fourth button represents the negative direction of the y-axis, and the fifth button represents the positive and negative directions of the z-axis.
- the first, second, third, fourth, and fifth button are positioned in a cross shape where the first button is on the right horizontal part of the cross, the second button is on the left horizontal part of the cross, the third button is on the top vertical part of the cross, the fourth button is on the bottom vertical part of the cross, and the fifth button is on the intersection of the horizontal and vertical parts of the cross.
- This arrangement matches the top view of the three axes x, y, and z of the Cartesian coordinate system as shown in FIG. 3 .
- the user needs to touch two specific buttons successively in order to provide the computer system with one of 12 alternatives, where the first 6 alternatives represent movements along the x, y, and z-axis in the positive or negative directions, and the remaining 6 alternatives represent clockwise or anti-clockwise rotations about one of the three axes x, y, or z of the Cartesian coordinate system.
- FIG. 4 illustrates a table that shows the first 6 alternatives of pressing on two of the 5 buttons to move along the x, y, or z-axis, where the letter A in the table indicates the first pressing of the user's finger and the letter B in the table indicates the second pressing of the user's finger.
- pressing the second button, which is assigned for ⁇ x then pressing the first button, which is assigned for x, represents a motion translation in the positive direction along the x-axis.
- Pressing the first button, which is assigned for x, then pressing the second button, which is assigned for ⁇ x represents a motion translation in the negative direction along the x-axis.
- the previous operation of moving the user's finger logically matches the movement along the x, y, and z-axis, where to move in the positive direction of the x-axis, the user moves his/her finger horizontally from “left” to “right”. To move in the negative direction of the x-axis, the user moves his/her finger horizontally from “right” to “left”. To move in the positive direction of the y-axis, the user moves his/her finger vertically from “down” to “up”. To move in the negative direction of the y-axis, the user moves his/her finger vertically from “up” to “down”. To move in the positive direction of the z-axis the user moves his/her finger vertically from “down” to “up”.
- FIG. 5 illustrates a table that shows the second 6 alternatives of pressing one or two of the 5 buttons to rotate about the x, y, or z-axis, where twice pressing the third button, which is assigned for y, represents a clockwise rotation about the x-axis. Twice pressing the fourth button, which is assigned for ⁇ y, represents an anti-clockwise rotation about the x-axis. Twice pressing the first button which assigned for x represents a clockwise rotation about the y-axis clockwise. Twice pressing the second button, which is assigned for ⁇ x, represents an anti-clockwise rotation about the y-axis.
- Pressing the third button, which is assigned for y, then pressing the first button, which is assigned for x, represents a clockwise rotation about the z-axis. Pressing the first button, which is assigned for x, then pressing the third button, which is assigned for y, represents an anti-clockwise rotation about the z-axis.
- FIG. 6 illustrates positioning the five buttons of the present invention on the top side of a mouse where the first button 100 , the second button 110 , the third button 120 , the fourth button 130 , and the fifth button 140 are located close to the regular left mouse button 150 and the regular right mouse button 160 , whereas in this example, the mouse's body 170 is the chassis of the present 3-D computer input device.
- FIG. 7 illustrates the first, second, third, and fourth button where they are further elevated than the fifth button. This is to achieve two goals: the first goal is to avoid hitting the fifth button by mistake while moving the user's finger from the x button to the ⁇ x button, or from the y button to the ⁇ y button, or vice versa, and the second goal is to give the user a sense for moving along the z-axis when moving “up” or “down” as described previously.
- FIG. 8 illustrates a table that includes 7 other alternatives for pressing one or two of the 5 buttons where these alternatives were not used previously. Such available alternatives enable the user to provide shortcuts similar to the common keyboard shortcuts that are used in modem desktop environment for different windows or software.
- One innovative application of the present 3-D computer input device is to control the cursor movement on the computer display in three dimensions using the spherical coordinate system instead of the Cartesian coordinate system.
- one of the 7 alternatives of the table of FIG. 8 such as alternative number 7 which indicates twice pressing on the z button, will be used to provide a signal for changing the coordinates system, where such pressing twice on the z button provides a signal to the computer system indicating that the spherical coordinate system is being used, and pressing twice again on the z button provides a signal to the computer system indicating that the Cartesian coordinate system is being used instead of the spherical coordinate system.
- the spherical coordinate system utilizes three components that are different from the x, y, and z components of the Cartesian coordinate system, where in the spherical coordinate system a point (P) is represented by a tuple of three components ( ⁇ , ⁇ , and ⁇ ). Where ⁇ is the distance between the point P and the origin, ⁇ is the angle between the positive x-axis and the line from the origin to the point P projected onto the xy-plane, and ⁇ is the angle between the z-axis and the line from the origin to the point P.
- the user will choose the same buttons pressings that were used to rotate about the z axis as described previously and shown in FIG. 5 .
- the user will choose the same button pressings that were used to rotate about the x-axis as described previously and shown in FIG. 5 .
- the user will choose the same buttons pressings that were used to move along the x-axis as described previously and shown in FIG. 4 .
- the polar coordinate system is a special case of the spherical coordinate system where in this case the value of ⁇ is equal to zero.
- the polar coordinate system can be utilized using the present 3-D computer input device by only providing only the two input values of ⁇ and ⁇ to the computer system as described previously.
- the cylindrical coordinate system is a three dimensional polar coordinate system where the height (h) of the polar coordinate plane is defined, accordingly to provide the three components h, ⁇ , and ⁇ of the cylindrical coordinate system to the computer system.
- the user will first provide the value of h by using the alternatives No. 3 or 4 of the table of FIG. 8 , to respectively provide the positive or negative h value to the computer system, and then the user provides the two values of ⁇ and ⁇ as described previously.
- 3-D computer input device can be incorporated into PC keyboards, laptops, portable hand-held devices, game controllers, or the like to enable the user to move, rotate, navigate, or edit in three dimensions in different applications such as virtual reality, gaming, 3D modeling, online world mapping, GPS, three dimensional computer interfaces, and many other medical and engineering applications.
- a variety of sensors can be employed in conjunction with the 5 buttons of the present 3-D computer input device to provide the computer system with the needed input signals, where there are various sensors capable of providing such input signals.
- One alternative is to use an analog sensor with its printed circuit board (“PCB”) as known in the art, where in this case, the PCB will process raw analog signals and convert them into digital signals that can be used for the microprocessor of computer system. In this case, as long as the user is touching the analog sensor, the sensor continuously generates specific signal corresponding to the finger force and its position.
- PCB printed circuit board
- the computer system interprets the amount of time of pressing on any of the 5 buttons as a value for the movement distance along the x, y, or z-axis or as a value for the rotational angle about the x, y, or z-axis.
- the digital sensor provides five independent digital ON-OFF signals in the direction of North, East, South, West, and Origin where these directions are associated respectively with the third, first, fourth, second, and fifth buttons of the present 3-D computer input devices. For example, if the user pressed on the first button of the 3-D computer input device, which is the “East” point of the digital button, then a (0,1,0,0,0) signal is generated, and if the user then pressed on the third button of the 3-D computer input device, which is the “North” button, then a (1,0,0,0,0) signal is generated.
- the computer system translates these two button pressings as anti-clockwise rotation about the z-axis as defined in the table of FIG. 5
- the value of the rotation which means the rotational angle depends on the amount of time the user will keep the third button pressed on the 3-D computer input device which is the “North” button, where the default is to return the digital sensors to the (0,0,0,0,0) state once the user releases.
- the configuration of the 5 buttons of the present invention enables the user to utilize more than one finger to press on more than one button simultaneously in order to provide specific input to the computer system to represent increasing or decreasing the speed of moving or rotating objects on the computer display.
- the user will use his/her index finger to press on the x button then to press on the ⁇ x button where at the same time of pressing on the ⁇ x button the user will use his/her middle finger to press on the y button or the ⁇ y button to, respectively, increase or decrease the speed of moving the object along the negative x-axis on the computer display.
Abstract
A 3-D computer input device to provide position information to a computer system in three dimensions is disclosed. Said 3-D computer input device is comprised of five positions or buttons each one capable of generating a signal when it is touched by the user's finger, each two different succeeding position or button-pressings represent a movement along an axis, or represent a rotation about an axis. Said five positions or buttons are coupled to a chassis which is suitable for a user to grasp with one hand or to put it on a finger ring, or to be attached to a keyboard, portable hand-held device, game controller, or the like.
Description
- None
- The multidimensional input device, U.S. Patent Application No. 20060250353, which was published in Nov. 9, 2006, is the most recent computer input device that provides positional information in three dimensions to the computer system. Said device is comprised of three sensors, where each sensor is comprised of two controls and each control has two different positions to press on. When said multidimensional input device is used as a 3D computer mouse, the user has 12 different positions to choose from, evenly distributed in three groups on the left side, right side, and top side of the mouse, requiring the use of three fingers simultaneously at all times.
- There are many disadvantages in both function and form in said multidimensional input device, for example using 12 positions to choose from in an input device such as a mouse is very confusing to the user, relegating the mouse into a miniature keyboard. Using three fingers simultaneously reduces the speed of the user's input especially in interactive applications such as games or virtual reality, where a fast response from the user is needed. Also the direction of moving objects on the computer screen is different from the direction of pressing the buttons on the mouse, making the movement counterintuitive.
- The present invention solves the aforementioned disadvantages of the prior art utilizing 5 buttons instead of 12 buttons, using one finger instead of 3 fingers, which accordingly facilitates and speeds the user's input to the computer system. The arrangements of the five positions of the present invention matches the intuitive movement or rotation on/about the x, y, z-axis of the Cartesian coordinates system to eliminate any confusion between the user's finger moving or rotating on the present invention and the objects corresponding movement or rotation on the computer display. Moreover, the present invention introduces a new method to utilize the spherical coordinate system, the polar coordinate system, the cylindrical coordinate system, and the Cartesian coordinate system to be used with the present invention in a simple and innovative manner.
- In one embodiment of the present invention, a 3-D computer input device can comprise a first button, a second button, a third button, a fourth button, a fifth button, and a chassis. Said five buttons, as seen in
FIG. 1 , are suitable for operation by finger and each one of them is capable of generating a signal when it is touched by the finger. The first button represents the positive direction of the x-axis, the second button represents the negative direction of the x-axis, the third button represents the positive direction of the y-axis, the fourth button represents the negative direction of the y-axis, and the fifth button represents the positive and negative directions of the z-axis. The five buttons can be coupled to the chassis which is suitable for a user to grasp with one hand or put on in a finger ring. - The 5 buttons are to be placed on the top of a computer input device to be accessible to the user's pointing finger. The 5 buttons are positioned to match their axial directions. The first, second, third, and fourth buttons are placed in a cross arrangement to represent respectively the x, −x, y, and −y directions of the Cartesian coordinate system, and the fifth button is to be placed in the center of the cross at the origin of the Cartesian coordinate system, where this arrangement matches the triple axis of the Cartesian coordinate system when seen from a top view directly above the origin.
- To provide immediate input to the computer system to represent the six degrees of freedom, the user needs to press on two specific buttons in succeeding order. Each successive button-pressing for two different buttons represents a motion in a positive or negative direction along an axis, or represents a rotation ant- or clockwise about an axis. Accordingly, 12 different successive touches represent motion in six degrees of freedom. Moving the user's finger to press on any two buttons that are assigned to a specific degree of freedom logically matches the cursor or object movement or rotation on the computer display as will be described subsequently.
- In certain alternate embodiments, the chassis can be a regular mouse such as optical mouse to be moved on a surface to provide immediate input to the computer system, where in such cases the 5 buttons can provide six degrees of freedom to move or rotate in three dimensions, and the surface mouse movement can provide the regular mouse input to be used in two dimensions where in such case the user has the option to move in two or three dimensions using one input device.
- In further embodiments, the six degrees of freedom can be represented by a movement along the x, y, and z-axis and a rotation about the x, y, and z-axis. In one embodiment, the first degree of freedom can be represented by a movement along the x-axis. The second degree of freedom can be represented by a movement along the y-axis. The third degree of freedom can be represented by a movement along the z-axis. The fourth degree of freedom can be represented by a rotation about the x-axis. The fifth degree of freedom can be represented by a rotation about the y-axis. The sixth degree of freedom can be represented by a rotation about the z-axis.
- In some embodiments, the chassis can be integrated into a keyboard, a laptop computer, a joystick, a game controller, or any other computer input device.
- In other embodiments, the chassis can be integrated into a finger ring where the user puts it on his/her pointing finger or middle finger and uses the thumb finger to operate the 3-D computer input device where in such cases a wireless 3-D input device is used to enable the user to move around while s/he is using the computer.
- In further embodiments, the computer input device can further comprise a USB connector for providing the input control signals to a computer. In additional embodiments, the device can be comprised of user programmable buttons and an LCD screen.
- In some embodiments, the five buttons can be five positions on a touch screen such as the iPhone touch screen, or five spots on a touchpad such as the laptop touchpad.
- The embodiments that are illustrated in referenced figures of the drawings are intended to be considered illustrative rather than limiting.
-
FIG. 1 illustrates the arrangement of the five buttons of the computer input device in cross shape. -
FIG. 2 illustrates the assignment of each button of the five buttons where they match the position of the x, −x, y, and −y directions and the origin of the Cartesian coordinate system. -
FIG. 3 illustrates a perspective view for the three axes of the Cartesian coordinate system where it is clear that the top view of this figure is represented in the five buttons arrangement ofFIG. 2 -
FIG. 4 illustrates six different alternatives of pressing two successive buttons to move in a positive or negative direction along one of the three axes of the Cartesian coordinate system. -
FIG. 5 illustrates six different alternatives of pressing two succeeding buttons, or pressing the same button twice to rotate clockwise and anti-clockwise about one of the three axes of the Cartesian coordinate system. -
FIG. 6 illustrates an alternative for positioning and configuring the five buttons on the top of a mouse body, in accordance with an exemplary embodiment. -
FIG. 7 illustrates the height difference between the first, second, third, and fourth buttons and the fifth button to avoid hitting the fifth button when moving from the first to the second button, or when moving from the third to the fourth button. -
FIG. 8 illustrates the seven other statistically probable combinations with both single and multiple button alternatives. - The present invention provides immediate three dimensional input to the computer system in a simple and intuitive way where the number of buttons, sensors, or the like is more minimal than the prior art. Beyond that, the invention is able to achieve important tasks that are hard to be achieved in the prior art as will be described subsequently.
- As discussed above and illustrated in
FIGS. 1 and 2 , the present 3-D computer input device is comprised of five buttons, whereas the first button represents the positive direction of the x-axis, the second button represents the negative direction of the x-axis, the third button represents the positive direction of the y-axis, the fourth button represents the negative direction of the y-axis, and the fifth button represents the positive and negative directions of the z-axis. - The first, second, third, fourth, and fifth button are positioned in a cross shape where the first button is on the right horizontal part of the cross, the second button is on the left horizontal part of the cross, the third button is on the top vertical part of the cross, the fourth button is on the bottom vertical part of the cross, and the fifth button is on the intersection of the horizontal and vertical parts of the cross. This arrangement matches the top view of the three axes x, y, and z of the Cartesian coordinate system as shown in
FIG. 3 . - To operate the present input device, the user needs to touch two specific buttons successively in order to provide the computer system with one of 12 alternatives, where the first 6 alternatives represent movements along the x, y, and z-axis in the positive or negative directions, and the remaining 6 alternatives represent clockwise or anti-clockwise rotations about one of the three axes x, y, or z of the Cartesian coordinate system.
-
FIG. 4 illustrates a table that shows the first 6 alternatives of pressing on two of the 5 buttons to move along the x, y, or z-axis, where the letter A in the table indicates the first pressing of the user's finger and the letter B in the table indicates the second pressing of the user's finger. As shown, pressing the second button, which is assigned for −x, then pressing the first button, which is assigned for x, represents a motion translation in the positive direction along the x-axis. Pressing the first button, which is assigned for x, then pressing the second button, which is assigned for −x represents a motion translation in the negative direction along the x-axis. Pressing the fourth button which is assigned for −y, then pressing the third button which is assigned for y represents a motion translation in the positive direction along the y-axis. Pressing the third button which is assigned for y, then pressing the fourth button which is assigned for −y represents a motion translation in the negative direction along the y-axis. Pressing the fifth button which is assigned for z, then pressing the third button which is assigned for y represents a motion translation in the positive direction along the z-axis. Pressing the fifth button which is assigned for z, then pressing the fourth button which is assigned for −y represents a motion translation in the negative direction along the z-axis. - The previous operation of moving the user's finger logically matches the movement along the x, y, and z-axis, where to move in the positive direction of the x-axis, the user moves his/her finger horizontally from “left” to “right”. To move in the negative direction of the x-axis, the user moves his/her finger horizontally from “right” to “left”. To move in the positive direction of the y-axis, the user moves his/her finger vertically from “down” to “up”. To move in the negative direction of the y-axis, the user moves his/her finger vertically from “up” to “down”. To move in the positive direction of the z-axis the user moves his/her finger vertically from “down” to “up”. To move in the negative direction of the z-axis the user moves his/her finger vertically from “up” to “down”. To make the user distinguish the difference between moving in the y or z-axis, the height of the z button is different from the other four buttons as will be described subsequently.
-
FIG. 5 illustrates a table that shows the second 6 alternatives of pressing one or two of the 5 buttons to rotate about the x, y, or z-axis, where twice pressing the third button, which is assigned for y, represents a clockwise rotation about the x-axis. Twice pressing the fourth button, which is assigned for −y, represents an anti-clockwise rotation about the x-axis. Twice pressing the first button which assigned for x represents a clockwise rotation about the y-axis clockwise. Twice pressing the second button, which is assigned for −x, represents an anti-clockwise rotation about the y-axis. Pressing the third button, which is assigned for y, then pressing the first button, which is assigned for x, represents a clockwise rotation about the z-axis. Pressing the first button, which is assigned for x, then pressing the third button, which is assigned for y, represents an anti-clockwise rotation about the z-axis. - To rotate about the z-axis there are more plurality of alternatives that are not stated in the previous table. These additional alternatives can be recognized easily by rotating the user's finger clockwise or anti-clockwise around the z button pressing on any two buttons in successive order, for example pressing on the y button then the −x button or vice versa, pressing the −x button then the −y button or vice versa, or pressing on the −y button then the x button or vice versa represents a clockwise or anti-clockwise rotation about the z-axis.
- Obviously the previous operation of moving the user's finger logically matches the sense of rotating about the x, y, and z-axis, where the double-pressing gives the user a feeling of exercising additional weight on specific side of the 3D cross of
FIG. 3 to make this side rotate about the x, or y-axis, while rotating about the z-axis by moving the user's finger clockwise or anti-clockwise about the z button gives the user a perfect sense of rotating about the z-axis, clockwise or anti-clockwise. - This intuitiveness in moving along or rotating about the x, y, z-axis matches human nature in sensing the three dimensional directions while using the present 3-D computer input device, in addition to spending a minimal time to get used to mastering the present 3-D input device.
-
FIG. 6 illustrates positioning the five buttons of the present invention on the top side of a mouse where thefirst button 100, thesecond button 110, thethird button 120, thefourth button 130, and thefifth button 140 are located close to the regularleft mouse button 150 and the regularright mouse button 160, whereas in this example, the mouse'sbody 170 is the chassis of the present 3-D computer input device. -
FIG. 7 illustrates the first, second, third, and fourth button where they are further elevated than the fifth button. This is to achieve two goals: the first goal is to avoid hitting the fifth button by mistake while moving the user's finger from the x button to the −x button, or from the y button to the −y button, or vice versa, and the second goal is to give the user a sense for moving along the z-axis when moving “up” or “down” as described previously. -
FIG. 8 illustrates a table that includes 7 other alternatives for pressing one or two of the 5 buttons where these alternatives were not used previously. Such available alternatives enable the user to provide shortcuts similar to the common keyboard shortcuts that are used in modem desktop environment for different windows or software. - One innovative application of the present 3-D computer input device is to control the cursor movement on the computer display in three dimensions using the spherical coordinate system instead of the Cartesian coordinate system. To do so, one of the 7 alternatives of the table of
FIG. 8 , such asalternative number 7 which indicates twice pressing on the z button, will be used to provide a signal for changing the coordinates system, where such pressing twice on the z button provides a signal to the computer system indicating that the spherical coordinate system is being used, and pressing twice again on the z button provides a signal to the computer system indicating that the Cartesian coordinate system is being used instead of the spherical coordinate system. - The spherical coordinate system utilizes three components that are different from the x, y, and z components of the Cartesian coordinate system, where in the spherical coordinate system a point (P) is represented by a tuple of three components (ρ, θ, and φ). Where ρ is the distance between the point P and the origin, θ is the angle between the positive x-axis and the line from the origin to the point P projected onto the xy-plane, and φ is the angle between the z-axis and the line from the origin to the point P.
- Accordingly; to provide the input of θ to the computer system, the user will choose the same buttons pressings that were used to rotate about the z axis as described previously and shown in
FIG. 5 . To provide the input of φ to the computer system, the user will choose the same button pressings that were used to rotate about the x-axis as described previously and shown inFIG. 5 . To provide the input of ρ to the computer system the user will choose the same buttons pressings that were used to move along the x-axis as described previously and shown inFIG. 4 . - The polar coordinate system is a special case of the spherical coordinate system where in this case the value of φ is equal to zero. However, the polar coordinate system can be utilized using the present 3-D computer input device by only providing only the two input values of θ and ρ to the computer system as described previously.
- The cylindrical coordinate system is a three dimensional polar coordinate system where the height (h) of the polar coordinate plane is defined, accordingly to provide the three components h, θ, and ρ of the cylindrical coordinate system to the computer system. The user will first provide the value of h by using the alternatives No. 3 or 4 of the table of
FIG. 8 , to respectively provide the positive or negative h value to the computer system, and then the user provides the two values of θ and ρ as described previously. - Overall the present invention of the 3-D computer input device can be incorporated into PC keyboards, laptops, portable hand-held devices, game controllers, or the like to enable the user to move, rotate, navigate, or edit in three dimensions in different applications such as virtual reality, gaming, 3D modeling, online world mapping, GPS, three dimensional computer interfaces, and many other medical and engineering applications.
- A variety of sensors can be employed in conjunction with the 5 buttons of the present 3-D computer input device to provide the computer system with the needed input signals, where there are various sensors capable of providing such input signals. One alternative is to use an analog sensor with its printed circuit board (“PCB”) as known in the art, where in this case, the PCB will process raw analog signals and convert them into digital signals that can be used for the microprocessor of computer system. In this case, as long as the user is touching the analog sensor, the sensor continuously generates specific signal corresponding to the finger force and its position. The computer system interprets the amount of time of pressing on any of the 5 buttons as a value for the movement distance along the x, y, or z-axis or as a value for the rotational angle about the x, y, or z-axis.
- It is also possible to utilize a 5-way digital button and its related PCB. The digital sensor provides five independent digital ON-OFF signals in the direction of North, East, South, West, and Origin where these directions are associated respectively with the third, first, fourth, second, and fifth buttons of the present 3-D computer input devices. For example, if the user pressed on the first button of the 3-D computer input device, which is the “East” point of the digital button, then a (0,1,0,0,0) signal is generated, and if the user then pressed on the third button of the 3-D computer input device, which is the “North” button, then a (1,0,0,0,0) signal is generated. Accordingly the computer system translates these two button pressings as anti-clockwise rotation about the z-axis as defined in the table of
FIG. 5 In this case the value of the rotation, which means the rotational angle depends on the amount of time the user will keep the third button pressed on the 3-D computer input device which is the “North” button, where the default is to return the digital sensors to the (0,0,0,0,0) state once the user releases. - Finally, it is important to note that the configuration of the 5 buttons of the present invention enables the user to utilize more than one finger to press on more than one button simultaneously in order to provide specific input to the computer system to represent increasing or decreasing the speed of moving or rotating objects on the computer display. For example, in case of moving an object in the negative direction of the x-axis on the computer display the user will use his/her index finger to press on the x button then to press on the −x button where at the same time of pressing on the −x button the user will use his/her middle finger to press on the y button or the −y button to, respectively, increase or decrease the speed of moving the object along the negative x-axis on the computer display.
Claims (17)
1. A computer input device to provide a motion in six degrees of freedom to the computer system wherein said computer input device is comprised of:
a) a first button suitable for finger operation and capable of generating an input signal whereas said button represents the positive direction of the x-axis of the Cartesian coordinate system.
b) a second button suitable for finger operation and capable of generating an input signal whereas said button represents the negative direction of the x-axis of the Cartesian coordinate system.
c) a third button suitable for finger operation and capable of generating an input signal whereas said button represents the positive direction of the y-axis of the Cartesian coordinate system.
d) a fourth button suitable for finger operation and capable of generating an input signal whereas said button represents the negative direction of the y-axis of the Cartesian coordinate system.
e) a fifth button suitable for finger operation and capable of generating an input signal whereas said button represents the positive and negative directions of the z-axis of the Cartesian coordinate system.
Wherein pressing two of said first button, said second button, said third button, said fourth button, and said fifth button represents one alternative out of 12 alternatives, wherein said 12 alternatives capable of generating input control signals representing a motion in six degrees of freedom.
2. A computer input device as recited in claim 1 , whereas said 12 alternatives comprising the steps of:
a) moving along the positive direction of the x-axis by pressing said second button then pressing said first button.
b) moving along the negative direction of the x-axis by pressing said first button then pressing said second button.
c) moving along the positive direction of the y-axis by pressing said fourth button then pressing said third button.
d) moving along the negative direction of the y-axis by pressing said third button then pressing said fourth button.
e) moving along the positive direction of the z-axis by pressing said fifth button then pressing said third button.
f) moving along the negative direction of the z-axis by pressing said fifth button then pressing said fourth button.
g) rotating clockwise about the x-axis by pressing said third button twice.
h) rotating anti-clockwise about the x-axis by pressing said fourth button twice.
i) rotating clockwise about the y-axis by pressing said first button twice.
j) rotating anti-clockwise about the y-axis by pressing said second button twice.
k) rotating clockwise about the z-axis by pressing said third button then pressing said first button, or pressing said first button then pressing said fourth button, or pressing said fourth button then pressing said second button, or pressing said second button then pressing said third button.
l) rotating anti-clockwise about the z-axis by pressing said third button then pressing said second button, or pressing said second button then pressing said fourth button, or pressing said fourth button then said first button, or pressing said first button then said third button.
3. A computer input device as recited in claim 1 wherein said first button, said second button, said third button, said fourth button, and said fifth button are positioned on the top side of a computer mouse to provide three-dimensional position information to the computer system as recited in claim 2 , in addition to providing two-dimensional position information to the computer system by moving said computer mouse on a surface.
4. A computer input device as recited in claim 1 wherein said first button, said second button, said third button, and said fourth button are slightly raised in regards to said fifth button.
5. A computer input device as recited in claim 1 wherein other alternatives than said 12 alternatives that are recited in claim 2 ; using two buttons or more; are provided to the computer system to represent specific movements, rotations, or other programmed actions.
6. A computer input device as recited in claim 1 wherein said first button, said second button, said third button, said fourth button, and said fifth button employ analog sensors.
7. A computer input device as recited in claim 1 wherein said first button, said second button, said third button, said fourth button, and said fifth button employ digital sensors.
8. A computer input device as recited in claim 1 wherein said first button, said second button, said third button, said fourth button, and said fifth button are integrated into a keyboard.
9. A computer input device as recited in claim 1 wherein said first button, said second button, said third button, said fourth button, and said fifth button are integrated into a laptop computer.
10. A computer input device as recited in claim 1 wherein said first button, said second button, said third button, said fourth button, and said fifth button are integrated into a joystick
11. A computer input device as recited in claim 1 wherein said first button, said second button, said third button, said fourth button, and said fifth button are integrated into a finger ring.
12. A computer input device as recited in claim 1 wherein said first button, said second button, said third button, said fourth button, and said fifth button are integrated into a portable hand-held device.
13. A computer input device as recited in claim 1 further comprising a USB connector for providing said input signals to a computer, said USB connector being detachably coupled to a USB port on said computer.
14. A computer input device as recited in claim 2 wherein said computer input device provides an input to the computer system representing the three components ρ, θ, and φ of the spherical coordinate system using six alternatives of said 12 alternatives.
15. A computer input device as recited in claim 2 wherein said computer input device provides an input to the computer system representing the two components r and θ of the polar coordinate system using four alternatives of said 12 alternatives.
16. A computer input device as recited in claim 2 wherein said computer input device provides an input to the computer system representing the three components r, θ, and h of the cylindrical coordinate system using six alternatives of said 12 alternatives.
17. A computer input device as recited in claim 2 further pressing simultaneously on two of; said first button, said second button, said third button, said fourth button, and said fifth button provides an input to the computer system representing increasing or decreasing the speed of moving or rotating objects on the computer display.
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US11516528B2 (en) * | 2007-10-30 | 2022-11-29 | Samsung Electronics Co., Ltd. | Broadcast receiving apparatus and control method thereof |
US11778260B2 (en) | 2007-10-30 | 2023-10-03 | Samsung Electronics Co., Ltd. | Broadcast receiving apparatus and control method thereof |
US8576165B2 (en) * | 2009-01-23 | 2013-11-05 | Sony Corporation | Input device and method, information processing apparatus and method, information processing system, and program |
US20100188334A1 (en) * | 2009-01-23 | 2010-07-29 | Sony Corporation | Input device and method, information processing apparatus and method, information processing system, and program |
US20140040954A1 (en) * | 2009-01-23 | 2014-02-06 | Sony Corporation | Input device and method, information processing apparatus and method, information processing system, and program |
US9197921B2 (en) * | 2009-01-23 | 2015-11-24 | Sony Corporation | Input device and method, information processing apparatus and method, information processing system, and program |
US20160041631A1 (en) * | 2009-01-23 | 2016-02-11 | C/O Sony Corporation | Input device and method, information processing apparatus and method, information processing system, and program |
US9874946B2 (en) * | 2009-01-23 | 2018-01-23 | Sony Corporation | Information processing to select an image |
US20110047515A1 (en) * | 2009-08-21 | 2011-02-24 | Korea Advanced Institute Of Science And Technology | Three-dimensional navigation system for contents guide and method thereof |
US20130328781A1 (en) * | 2012-06-12 | 2013-12-12 | Logitech Europe S.A. | Input device with contoured region |
US10209781B2 (en) * | 2012-06-12 | 2019-02-19 | Logitech Europe S.A. | Input device with contoured region |
US11543893B2 (en) * | 2012-06-12 | 2023-01-03 | Logitech Europe S.A. | Input device with contoured region |
US20140143712A1 (en) * | 2012-11-16 | 2014-05-22 | Industry-University Cooperation Foundation Sunmoon University | Display apparatus having touch screen and screen control method thereof |
Also Published As
Publication number | Publication date |
---|---|
WO2008064690A3 (en) | 2009-06-04 |
US7969418B2 (en) | 2011-06-28 |
US20080010616A1 (en) | 2008-01-10 |
WO2008064690A2 (en) | 2008-06-05 |
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